Skill MonkeyPrerequisites: Three Skills at Adept Rank or higher
Daily x3 – Free ActionTrigger: You make a Skill CheckEffect: You may re-roll the triggering Skill Check with a +2 Bonus, taking the new result. This Feature may be used to re-roll a specific roll only once.

Focused Command
[Orders]Prerequisites: Master Command, one of Focus, Guile, Intimidate, or Pokémon Education at Expert
At-Will – Standard Action + Swift ActionEffect: You may have a second Pokémon take a turn this round, but both Pokémon can only take At-Will actions that round. Additionally, both Pokémon receive a -5 Penalty on all Damage Rolls. You may pay 1 AP at the beginning of the round to lift the Frequency Restriction OR the Damage Penalty for the remainder of the round, or pay 2 AP to lift both.

Nightmare's Chosen
[+Speed]
Static
Effect: Gain the Insomnia Ability.Bonus: When using Dream Smoke, you may now make the attacks at Range 5 with an AC of 3. In addition, when using Dream Smoke, you may use the Move Smokescreen instead of its normal effect. All Targets that begin or end their turn in the Smokescreen become Dazed. Targets Immune to Sleep are not affected by the Accuracy Penalty.

Dazed: Targets afflicted with the Dazed Condition are Slowed and take a -5 penalty to Damage Rolls. The Dazed condition lasts one full round. Targets Immune to Sleep are also Immune to Dazed.

Channeler
[Class]Prerequisites: Mystic Senses
At-Will – Swift ActionTarget: A Pokémon.Effect: You Channel the target Pokémon. If you attempt to Channel a Hostile Pokémon, you must make an Intuition Check with a DC of 15 to Channel the target. You may stop Channeling a Pokémon as a Free Action at any time. You may Channel a number of Pokémon at a time up to your Intuition Rank. If a Channeled Pokémon goes further than 20 meters from you, they stop being Channeled.

Mechanic: While Channeling a Pokémon, it may communicate its intentions, emotions, and motivations to you and you may communicate similarly with them; neither party may be deceitful in this exchange. You also become aware of all of its Moves, Abilities, and Capabilities. Allied Channeled Pokémon may always attempt Intercept Maneuvers for each other, regardless of Loyalty. If you are Fainted, you stop Channeling all Pokémon. Whenever you Channel a Pokémon, you have a vague knowledge of what has happened in the Pokémon’s past hour as if they were your own memories.

Shared SensesPrerequisites: Channeler
Bind 1 AP – Swift ActionTarget: A Channeled PokémonEffect: You Imprint the target for the duration of this Feature. You receive all sensory information being sensed by Imprinted Pokémon, and Imprinted Pokémon are not subject to the distance limit on Channeling. If you have Imprinted more than one Pokémon, you may only concentrate on the senses of one Pokémon at a time, and only choose one such Pokémon per round. If you stop Channeling a Pokémon, they are no longer Imprinted as well.

Power ConduitPrerequisites: Channeler, Adept Intuition
2 AP – Swift ActionTarget: A Channeled PokémonChoose One Effect:
»» Trade all Combat Stages for a single Stat between two Channeled Pokémon
»» Transfer a Coat from one Channeled Pokémon to another.
»» Give up a use of Scene or Daily Move from one willing Channeled Pokémon to regain use of a Scene Move which another Channeled Pokémon has used. This effect may only refresh a Move for each Pokémon once per Scene.

Pain DampeningPrerequisites: Channeler, Expert Intuition
Scene x2 – Free ActionTrigger: A Channeled Pokémon would be Fainted by a damaging attackEffect: Choose any number of Channeled Pokémon, which must include the triggering Pokémon. Instead of resolving the attack normally, divide the damage from the attack by the number of chosen Pokémon. Each chosen Pokémon then loses that many Hit Points. For each chosen Pokémon that Resists or is Immune to the Type of the triggering attack, subtract your Intuition Rank from the damage of the attack before all calculations.

Type Ace
[CLASS] [BRANCH]Prerequisites: 2 Different Pokémon of the Chosen Type, Type-Linked Skill* at NovicePrerequisites: Elemental Connection (of the Chosen Type), 1 Pokémon of the Chosen Type, Type-Linked Skill* at Novice
At-Will – Extended ActionTarget: Your Pokémon with at least 2 Tutor Points remaining.Effect: The target loses 2 Tutor Points and learns the Last Chance or Type Strategist Ability for your Chosen Type. You may target a Pokémon only once with Type Ace.

Note: You can find the Type Strategist Ability and the various Last Chance Abilities in the Indices and Reference chapter, but because they’re mostly unique to Type Ace, you can see what they do here for convenience.

Ability: Type Strategist
StaticEffect: Whenever the user uses a Move of the Type associated with Type Strategist, they gain +5 Damage Reduction for one full round. If they are under 1/3rd of their Maximum Hit Points, they instead gain +10 Damage Reduction.

Ability: Last Chance (Type)
StaticEffect: Last Chance Abilities are always associated with an Elemental Type. The user gains a +5 bonus to Damage Rolls when using attacks of that Type. This bonus increases to +10 when the user is under 1/3rd of their Maximum Hit Points.

Psionic SpongePrerequisites: Type Ace, Psychic as Chosen Type
At-Will – SpecialEffect: Your Psychic-Type Pokémon may activate Psychic Sponge as a Shift Action to add a Psychic Type Move known by an ally within X meters to their Move List until the end of their turn. This does not allow them to have duplicate Moves in their Move List. This Feature may only be used once per Pokémon per Scene, and X is equal to your Type-Linked Skill Rank.

[[/div]]

Force of WillPrerequisites: Psionic Sponge, Type-Linked Skill at Master
Daily x3 – Free ActionTrigger: Your Pokémon uses a Psychic-Type Move with a Range of Blessing, Field, Hazard, or SelfEffect: Your Pokémon may immediately use another Psychic-Type Status Move from its Move List with a range of Blessing, Field, Hazard, or Self.

Move Sync
[BRANCH]Prerequisites: 3 Type Ace Features
At-Will – Extended ActionTarget: Your Pokémon with at least 1 Tutor Point.Effect: The target loses 1 Tutor Point. Pick a Move in the target’s Move List. The picked move is now permanently of your Chosen Type, and may have different effects. See the Types Changes page for more information and suggestions. A Pokémon may have only one Move-Sync’d Move in their Move List at a time; to Sync a new Move, the old Move must be forgotten.

Dream Doctor
[Class]Prerequisites: Dream Architect
StaticEffect: You may operate a Dream Machine with a single unit of Dream Mist, and may place human targets within the Dream World to read and interpert dreams.Bonus: During an Extended Rest, you may place up to five Trainers within the Dream World, including yourself using a single unit of Dream Mist. These Trainers gain 2 AP for the next day. You may not read the Dreams of the trainers during this time, and Trainers only need to stay within the Dream World for four hours to gain the bonus

Dream Warfare
[Class]Prerequisites: Dream Doctor
Scene x2 - Swift ActionTarget: Dream MistEffect: The Dream Mist becomes either a Nightmare or Restful Mist. Nightmare and Restful Mist not used by the end of the scene reverts back to regular Dream Mist.Nightmare: If the Target is Asleep, it gains Bad SleepRestful: The target gains 5 Ticks of HP, then falls Asleep. This may not be used on Targets that cannot use Rest.

Dream Training MontagePrerequisite: Master Occult Education
StaticTarget: A willing Pokemon you have placed within a Dream MachineEffect: You may take X amount of points from one of the Target's Base Stats and apply it to a different Base Stat. X is equal to half of your Technology Education Rank. If this changes the Base Relation, you must place points where appropriate while leveling in order to right the Base Relation as soon as possible. This Feature may target the same Target more than once, but the total changed may not exceed half of your Technology Education Rank.
Bonus: You may now manipulate the dreams of Trainers within your Dream Machine.

Mystic SensesPrerequisites: Novice IntuitionEffect: You may use Intuition instead of Charm to improve the disposition of Wild Pokémon. You may not take Mystic Senses if you have the Elemental Connection Edge, and you may not take Elemental Connection if you have Mystic Senses.

Skill EnhancementPrerequisites: NoneEffect: Choose two different Skills. You gain a +2 bonus to each of those skills. Skill Enhancement may be taken multiple times, but the bonus may be applied only once to a particular skill.

Dream ArchitectPrerequisites: Adept Intuition, Pokémon Education, or Occult Education
Effect: You know how to operate Dream Machines and can use them to study and influence a Pokémon’s dreams.

Dream Delver KnowledgePrerequisite: Arcran being a nice GMEffect: You gain a +3 bonus to Occult Education Checks related to dreams, and a +2 bonus to Occult Education checks about psionics.

Physical Appearance
Niels is rather on the effeminate side of things physically. He's thin, has fair skin, and he doesn't even need to shave. His hair, once dark blond, has taken on purplish undertones from years of Dream Mist exposure. His eyes - unlike the portrait above - are not purple, much to his disappointment. Ever conscious of how he presents himself, Neils keeps up with the latest fashion trends in the noble families, although its begun to cut into his pocketbook a bit too much recently. While his outfit changes from day to day, a few things never vary. He keeps his weapons on his hips. Not knives or arrows, but small vials of purple smoke collected from his Musharna. A necklace, inscribed with the symbol he saw in his dreams, always hangs from his neck, a constant reminder of the nightmares that now serve as food for Rem.

Personality
Neils is cold, self absorbed, and more than a little narcissistic. He sees himself as special, unique, and generally better than most people around him. That said, he's pragmatic enough to realize his current position grants him literally no influence, and he acts accordingly. He has little patience for those who stand in his way, and ethics aren't of particular concern to him when they clash with his plots. Neils isn't overtly evil however. He doesn't do cruel things for the fun of it, but he lacks empathy for those who haven't earned his respect. This makes using those around him as stepping stones relatively easy. Obsessed with his research and with the dreams he observes, Neils considers his Channeling a superior form of power to psionics, especially when combined with his Pokemon's unique abilities. He does feel jealous of Psychics however, even though he won't admit it, and it still irks him that he didn't inherit psychic power. Interestingly, he tends to view Pokemon with more empathy than humans. That doesn't mean he'll get buddy buddy with a monster that would likely want to bite his head off, but he can develop relationships with them over time. Perhaps the only thing Neils truly cares for outside himself is Rem. Their relationship was merely a business arrangement at first, but the two have come to truly care for each other. Both of them share the habit of looking down on most things that aren't allied with them, and both have little time for mercy as they pursue their desires.

Neils grew up wishing that his eyes were purple. His mother's were, his brother's were, but not his. He dreamed that one day he would wake up, and they wouldn't be brown anymore, but instead that clear, piercing color signalling his abilities as a Psychic. That day never came, and Neils grew more and more disillusioned with human psionic power as he grew up. It distanced him from his mother who spent her time coaching Neils' brother in how to control his power. To distract himself from reality, Neils turned his attention to other kinds of occult, perhaps as vestiges of dreams never come to pass. He found himself in one of Cinnibar's smaller arcane libraries studying various other applications of magic, where it quickly became clear that he had no potential as a mage. The reading was interesting however, and Neils poured over the texts more as a testament to dedication rather than its ability to practically improve his life. It was during these exploratory stages that the 10 year old caught the eye of Ibis Blackwell, who frequented the library. She didn't approach him for years however, and Neils didn't even know that he'd become the object of interest for a Charizard Knight.

It was about this time that the dreams started coming to Neils. Well, nightmares might be a better phrase for it. Tortured landscapes frequented by a black shadow that loomed over him. Each night he experienced some new torment, and he quickly began to avoid sleep altogether. Bags quickly developed under his eyes, and Neils lost weight that he didn't have to begin with. For a whole year Neils was scared to go to bed, because the monsters were not under the bed. They were inside his brain. They wormed his way into his consciousness no matter what half-baked herbal remedies his father tried.

It was a year before Rem arrived. The Munna found Neils slumped over a book, unable to keep his eyes open any longer. Rem had been drawn by the intensity of Neils' nightmares, which appeared to the pink floral creature as a veritable feast. It quickly latched onto Neils' head and began to to consume Neils' tortured dreams. As the Munna ate, Neils' head cleared and, for the first time in over a year, he slept soundly. After the awkward first encounter of waking up to find a giant pink fetus latched to his head, Neils quickly accepted Rem as a companion. The Munna desired Neils' dreams as sustenance, and Neils quickly became addicted to the rest he got when Rem consumed his nightmares. It was a symbiotic relationship of the oddest sort. The constant nightly contact with Rem, with all of the intimacy of dream sharing, eventually began to develop the only supernatural ability that Neils would ever have the potential to learn: Channeling. While it wasn't the psychic powers he desired as a child, Neils took great pride in this skill. It meant that he was special, that he had something that others didn't. And to Neils, that made all the difference.

With Rem at his side, Neils began to hone his research, focusing his attention on the world of dreams and dream interpretation, discovering just what kind of Pokemon Rem was, and the limits of its abilities. He religiously began to harvest the dream mist that Rem produced for use in his experiments. He even discovered that he could evolve Rem with a moon stone and immediately did so. When he finally learned to share senses with Rem, he began to accompany Rem in reading other's dreams. The mind became an object of fixation for him. It was incredible, capable of literally anything imaginable. By venturing into the dreams of others, Neils got a high stronger than any Qwilfish quill could produce. It was an intoxicating experience that even he struggles to describe in words. Every day Neils would slip inside Rem's mind while it read dreams, oftentimes without the subject's permission. He studied how he could use the dreams of others to learn things, gain an advantage, and explore their hopes and fears, and quickly began to develop plans for his future, knowing that he finally had a skill that could allow him to get ahead in the world.

Well into his own research and experiments, Ibis Blackwell approached him once more, this time with a gift. She presented him with a baby Abra, one from her own brood. She told him what he already knew, that his specialized skillset and abilities showed promise. The woman was famous for getting her chosen trainers into cherished positions, although Neils knew of her penchant for manipulation. He finally had his opportunity. All he had to do was prove himself. And so he finally began to study as a trainer, practicing battle techniques, evolving the Abra into a more skilled Kadabra, and developing battle techniques uniquely suited to his own interests.

When Neils had proved himself in battle a couple times against other young trainers, Ibis finally approached him again, this time with more than just a gesture of support and encouragement. She said that she had acquired a spot in the Knights for any youth she decided deserved a shot. She said that Neils might just be that person. She said that she'd need a favor before she could formally reccomend him however. Ever the ambitious one, Neils leaped at the chance to join the prestigious organization, realizing that he would soon be too old for consideration. All Ibis wanted was for Neils to spend a week reading and recording the dreams of the daughter of Yvonne Brielle, Ibis's staunchest rival. With his predisposition to dislike psychics already, Neils quickly agreed and spent a week reading the girl's dreams. While he didn't find any of the dreams particularly revealing, Ibis seemed pleased with his work and informed him that his training as a Knight would begin tomorrow, and, most importantly, not to be late.

Neils is meant to be a rather ruthless character. He's not a cold blooded killer, but he also doesn't care whom he knocks down in his quest to get to the top. As for what I envision his abilities and pokemon ending up being, think a less extreme version of Scarecrow from the Batman franchise. Of course, Neils understands the importance of team play. He doesn't have brute force on his side yet, and if working in a group is what it takes to get ahead then he'll do it. He'll also abandon them as soon as its advantageous, but having long term allies is a necessity in the world, and Neils understands that. In short, his cruel pragmatism won't interfere with a team game.

The dark figure in his dreams is, ooc, meant to be Darkrai. If feasible, I want Neils to end up a Touched of Darkrai. If that isn't a route you're interested in, Neils works totally fine without those influences. Neils knows nothing about this in character and has no idea that Darkrai even exists. This allows the power to be in your hands as to the development of that aspect of his character over time.

As far as plot hooks and such to build on, there's his own dreams, his relationship with Ibis, his fear of being caught by Yvonne all can be manipulated to make him dance whatever dance is needed. What Ibis found in Anak's dreams is up to you, though she's certainly plotting something.

Finally, I don't know if Neils has any control over this or not, but right now I want his eventual title to be Knightmare. If he survives that long of course.

'The Headhunter' Ibis Blackwell
As a Charizard Knight, Ibis Blackwell doesn't fit the norm. She's more concerned with amassing support among the younger generations than riding into battle. She handpicks recruits that show promise and gifts them with one of her Abra. Ibis has singlehandedly built up a small Abra population on the island, and they trust her nearly unconditionally. Any trainer with an Abra on the island is generally recognized as her subordinate, and releasing the Pokemon is tantamount to a declaration of loyalty to the woman. This alliance which comes with pros and cons however, as she is not the most popular knight around. After decades of recruiting, her allies are finally rising into positions of significance, though this hasn't changed older knight's opinions on her. Ibis specializes in psychic type Pokemon but despises Psychics, especially Yvonne Brielle. Most assume that Ibis is simply jealous of Yvonne's powers. Ibis's Charizard is also somewhat derided by the Knights, causing further friction between her and much of the order. It's the size of a Charmeleon, and it enjoys delving into the minds of those nearby with its Telepathic powers. Between her own skills at manipulating people and her Charizard's unique skills, Ibis has finally become something of a power figure in the Knights, able to manipulate things from behind the scenes using others as her puppets.

Neils has a mixed relationship with Ibis. On one hand he respects her, her ability to create allies and dispose of them when convenient. Ibis gave Neils his start, the opportunity to move up in the world. She gave him his second Pokemon, and she supported his research. They are of the same cloth, and they want similar things. However, Neils also realizes that both view the other as nothing more than a tool. Neils understands that he owes Ibis favors, several of them, and they'll only get bigger the higher he rises. Eventually Neils will have to cut ties with Ibis, but he can't afford to do so until he has enough of a position to do so safely.

Yvonne Brielle, the Psychic Warrior
Yvonne is one of the few psychics who serve as part of the Charizard Knights. A capable Telepath and Warper, Yvonne is an aggressive Knight, both politically and militarily. Unlike Ibis, her team is full of brutes, bruisers who prefer to chomp and smash than manipulate. Her Charizard is a giant, not nearly as big as Kasai's mount, but still a giant. It particularly enjoys swallowing Tauros whole, but Tauros are scarce on the island. She and Ibis Blackwell despise each other in a well known and well publicized feud. However, just like Ibis, Yvonne isn't the most popular Knight around. Her comrades are intrinsically skeptical of Psychics, and Yvonne is well known for being more than willing to dip into other people's minds to get an edge. Naturally this upsets a number of the Knights, but there's little they can do about it.

Neils has never met Yvonne, but he did read her daughter's dreams and take them to her sworn enemy, so he'd prefer to avoid meeting her any time soon. It doesn't help that he's an unofficial subordinate of Ibis. That being said, there's no reason for her to ever suspect him of anything because theoretically nobody knows he read the daughter's dreams. So everything should be ok right? One can dream I suppose.

As Neils waited, he tried to ignore the itch in his head. No, itch wasn't the right word. It felt as if someone had let a very small Ekans worm its way inside his brain, and the Ekans wasn't gentle with its movements. He glanced at the perpetrator, Ibis's Charizard, as it sat contently on its perch. It was small, about the size of a Pidgeotto, one of the smallest Charizards on the island. It also didn't seem to care the Neils could feel its every move as it maneuvered through his brain.

The lizard seemed to take offense at Neils observation of its relatively tiny size though, and Neils winced as it twisted something inside of his mind. It's lip curled malevolently, and it let out a soft purr at Neils' reaction to the invasion. He decided it was best to focus his attention elsewhere and surveyed the room for what seemed like the hundredth time.

The room was cozy, filled with small poufs, paintings, and little containers of incense that burned slowly in the soft light. Platters of expensive food sat on the desk, bits of juicy roasted Tepig sausage and the finest fruits of The Volcano. This was a place of creature comforts, a place meant to entertain and show off the owner's wealth to whomever they desired. Of course, Neils wasn't allowed on any of the poufs, and the food was not for him, but Neils didn't expect it to be.

Ibis had been silent for several minutes as she paged through the documents that Neils had brought her. She had her mousy brown hair tied back in a bun, and her spectacles lay low on her nose. She looked like a mage in her scholars robe, though Neils knew that she had no supernatural abilities whatsoever, as much as the woman might want to. Her lips were pursed. They always looked like that however, so Neils didn't take it as a sign that his work had been unsatisfactory. Of course, he didn't even know if she was actually reading the document. Her eyes were moving across the pages, but for all he knew she was talking with her sadistic Charizard about what was inside his head.

Said Charizard obviously heard his thoughts, as another jolt of pain coursed through his head, and Neils put his hand on the back of an eagle backed chair to keep himself from collapsing. Get it together Neils he thought quickly, turning his attention to anything, anything but the Charizard. Today was one day he could not afford to muk up. Almost instinctively he slipped one of the dream vials out of its holster and began spinning it between his fingers with the ease of long practice. It calmed him, and kept him from speaking too eagerly.

He watched Ibis carefully, measuring her reactions to his work. It was a series of narrative entries and rough sketches that approximated the dreams of Anak Brielle, daughter of Ibis's most vocal opponent in the Knights and initiate of the Knights for a little over a year. What she hoped to gain from the transcripts he wasn't sure, but there had been nothing especially unique about what was inside of Anak's head. Fear of bug types could be used as an embarrassment tool, but otherwise it just seemed like a lot of nonsense with tall men with odd hats rising out of the ground and wishful dreams of fighting alongside her mother. It was what Ibis wanted though. If it meant he had a spot in the Charizard Knights, then he'd record as many dreams of Anak showing up to morning drills naked as Ibis wanted him to.

As the pause dragged on, Neils finally decided to speak up. But not rushed. Slowly. Carefully. Each word measured for its benefits and potential pitfalls. This was not the time to lose his footing. I was surprised at the lack of protection around Anak's barraks, he said. I would have thought the Knights would have taken precautions against nighttime attacks, but it seems that they're growing complacent. He hoped the comment would appeal to her sense of superiority over the other Knights, including those who ran the barracks and training regimes. Their failure to post a guard, when he knew very well that she never slept with less than two Kadabra outside her door, would put her in a good mood.

Ibis didn't respond. She didn't even look at him. It was as if his words were as irrelevant as the waves that crashed futilely against the northern crags. Neils decided not to speak again as the woman continued to silently page through his notes and drawings. She was almost at the very end when she paused, and a smile creased her lips as she read through one of Neils' transcripts. With an abrubt change of pace she put his notes aside and looked at him, a smile as false as a ditto on her face, and her voice was warm with false affection.

I must say that I'm quite happy with your work Neils. This is exactly what I was hoping for. She took a sheet parchment on her desk and slid it across the table. You skill at recording dreams has improved, although your interpretations are woefully inadequate. This will do just nicely for what I have in mind. Her grin indicated that she enjoyed knowing things that Neils didn't, and it was clear to everyone in the room that Neils had no idea what she had found. That was Ibis, constantly maneuvering herself into power positions, even when she had her target in the palm of her hands. That was why he respected her more than most others. That was also why he knew to be wary of her.

Neils took the documents and paged through them quickly, verifying the contents. There it was, the seal of the Charizard Knights and an invitation to come for orientation under the sponsorship of Ibis Blackwell. He slipped the documents into his bag. He did not thank Ibis, and Ibis did not ask for it. This was payment for services rendered, with the price agreed on long ago. One did not give thanks for a job well done when favors changed hands. Of course, Neils still owed Ibis loyalty and service, but he would never work for free. Transaction complete, Neils turned to go and began to leave Ibis's study.

Oh, and Neils? He stopped at the door, hand on the ornate brass handle, looking back at her. All the warmth had left Ibis's voice.

Don't muk it up

PokeYen 4,762

Equipment

Item

Slot

Effect

Mantle of Nightmare

Accessory

Grants Mindlock, can store 3 dream mist (holding 3 charges)

Stealth Clothes

Body

+4 Stealth checks

Misc. Items

Item

Effect

Utility Rope - 50 feet

176 lbs, HP 20, DR 10

Flashlight (Waterproof)

Grants light

Magic Berry Machine

1d4-2 per day

Fake Dream Rod

Can pass a casual inspection""

Consumables

Item

Quantity

Effect

Empty Collection Jars

15 minus Dream Mist Current Count

Used to hold stuff

Dream Mist

11

Dream Mist may be used as an AC 3 range 5 attack. If it hits, the target falls Asleep

Great Ball

2

Pokeball, +2 Capture Rate

Pester Ball Sleep

4

?? Inflicts Sleep

Cleanse Tag (PL 20)

1

Various uses

Cleanse Tag (PL 25)

3

Various uses

Cleanse Tag (PL 10)

5

Various uses

Max Repel

1

Lasts 5 Hours, lv 35 and below to flee

Nightmare Berry

6

This Digestion Buff may be traded in when using the Dream Smoke Capability. This Dream Mist will inflict the Frightened Condition when Dream Mist is used to put a target to sleep. If not used within a day, the Dream Mist loses this effect. This Digestion Buff may be traded in when putting a Target to Sleep. The Target becomes Frightened of you in addition to the normal effects. Frightened is as infatuation.

Whenever the user uses a Move of the Type associated with Type Strategist, they gain +5 Damage Reduction for one full round. If they are under 1/3rd of their Maximum Hit Points, they instead gain +10 Damage Reduction.

Dream Eater can only target Sleeping Pokémon or Trainers. After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target. Dream Eater does not wake up sleeping targets.

Nightmare

Scene x2

2

Ghost

Status

N/A

Melee, 1 Target

Nightmare can only hit Legal Targets that are Asleep. The target gains Bad Sleep.

Psybeam

At-Will

2

Psychic

Special

DB 9 - 2d10+10

6, 1 Target

Psybeam Confuses the target on 19+.

Moonblast

EOT

2

Fairy

Special

DB 10 3d8+10

6, 1 Target

Moonblast lowers the target’s Special Attack by 1Combat Stage on 15+.

Hypnosis

Scene x2

N/A

Psychic

Status

N/A

4, 1 Target

Target falls asleep. Hypnosis cannot miss.

New Moon

Daily x2

N/A

Psychic

Status

N/A

Self

The user regains Hit Points equal to half of its full Hit Point value. If it is Sunny, the user gains 2/3 of its full Hit Point value. If it is Rainy, Sand Storming or Hailing the user gains 1/4 of their full Hit Point value.

Type Effectiveness

Immune (x0.0)

Resist (x0.5)

Fighting, Psychic

Super Effective (x1.5)

Bug, Dark, Ghost

Inheritance Moves: Toxic (20), Thunder Wave (30)

Overland

6

Swim

4

High Jump

1

Long Jump

1

Power

4

Firestarter

Glow

Naturewalk (Mountain)

Mindlock (does not block Dream Reading)

Expanded Mind

Counts as Psychic Type for features and can learn Psychic Type TMs and Tutors

Mental

Struggles can be Psychic Type

Morpheus: Male Charmeleon

Type: Fire

Tutor Points: 3/6

Charizard Points: 7/7

Level 30, 1165/1260 EXP

Digestion Buff: Sitrus Berry

Held Item:

HP: 106/106

Injuries: 0

Soul Points

3/8

New Major Capability (1)

Dream Mist

Gains the Dream Mist Capability

Terrain Move (2)

Nightmare Mist

Learns the Nightmare Mist Move

Shift Ability (2)

Courage to Dream Smoke

Gains Dream Smoke Ability

Ability

Usage

Special Effect

Mold Breaker

Static

The user ignores the effect of enemies’ Defensive Abilities.

Deep Sleep

Static

When asleep, this Pokémon restores a Tick of Hit Points at the end of each turn.

Dream Smoke

Scene, Free Action, Hit by Melee Attack

The attacking foe falls Asleep.

Type Strategist

Static

Whenever the user uses a Move of the Type associated with Type Strategist, they gain +5 Damage Reduction for one full round. If they are under 1/3rd of their Maximum Hit Points, they instead gain +10 Damage Reduction.

Relaxed Nature (+Def, -Speed)

Stat

Base

Added

Value

Hit Points

11

11

22

Attack

6

+8

14

Defense

8

+3

17

Special Attack

8

+0

8

Special Defense

9

+11

20

Speed

1

+0

6

Skills

Athletics

Acrobatics

Combat

Stealth

Perception

Focus

4d6+2

3d6

3d6+2

3d6

3d6

3d6

Edges

Attack Conflict (1), Type Strategist (2)

Items

HP UP x3

Moves

Name

Freq

AC

Type

Class

Damage

Range

Special Effect

Struggle

At-Will

4

Normal

Physical

DB 4 - 1d8+6

Melee, 1 Target

-

Scratch

At Will

2

Normal

Physical

DB 4: 1d8+6

Melee, Pass

None

Thunder Punch

At Will

2

Electric

Physical

DB 8: 2d8+10

Melee, 1 Target

Paralysis on 19+.

Nightmare

Scene x2

2

Ghost

Status

N/A

Melee, 1 Target

Nightmare can only hit Legal Targets that are Asleep. The target gains Bad Sleep.

Nightmare Mist

Daily x2

N/A

Psychic

Status

N/A

Field

The field becomes Nightmarish for 5 rounds. While Nightmarish, Pokémon and Trainers touching the ground that are sleeping lose a Tick of hit points at the start of their turn, and attacks with the Sonic keyword fail.

Fire Fang

At Will

3

Fire

Physical

DB 9: 2d10+10

Melee, 1 Target

Fire Fang Burns or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Burned or Flinches. On 20 during Accuracy Check, the foe is Burned and Flinches.

Zen Headbutt

EOT

4

Psychic

Physical

DB 8: 2d8+10

Melee, 1 Target, Dash

Flinch on 15+.

Maneuver

Activation

Target

Effect

Misty Strikes

Swift, 2 CP

An Adjacent Foe

The Target gains one Dream Counter. For each Dream Counter, enemies take a -2 penalty to Evasion and a -5 penalty to damage. If a target acquires three Dream Counters they lose all their Dream Counters, then fall Asleep.

Type Effectiveness

Immune (x0.0)

None

Resist (x0.5)

Ground, Rock, Water

Super Effective (x1.5)

Bug, Steel, Fire, Grass, Ice, Fairy

Inheritance Moves: Belly Drum, Will-O-Wisp, Thunderpunch

Overland

2

Swim

2

Levitate

4

High Jump

1

Long Jump

2

Power

3

Dead Silent

Invisibility

Phasing

Darkvision

Underdog

Styx: Male Haunter

Type: Ghost/Poison

Tutor Points: 1/6

Level 28, 990/1075 EXP

Held Item:

HP: 89/89

Injuries: 0

Ability

Usage

Special Effect

Levitate

Static

The user is immune to Ground type Moves

Spiteful Intervention

Static

Connection – Spite. The user may use Spite in response to an attack hitting an ally, in addition to hitting themselves.

The target loses Hit Points equal to the level of Night Shade’s user. Do not apply weakness or resistance. Do not apply stats

Confuse Ray

Scene x2

2

Ghost

Status

N/A

6, 1 Target

The target becomes confused.

Telekinesis

Scene x2

N/A

Psychic

Status

N/A

4, 1 Target

The target becomes Lifted. While Lifted, they gain the Levitate Ability, are Slowed, and lose all Movement Capabilities except for the Levitate 4 granted by Levitate (reduced to 2 by the Slow condition). While Lifted, the user may not apply any Evasion bonuses to determine whether they are hit by Moves or not. The Lifted target may use a Shift Action to roll 1d20; on a result of 16+, they stop being Lifted.

Spite

Scene

N/A

Ghost

Status

N/A

1 Target, Trigger

Spite may be used as a Free Action that does not take up a Command whenever the user is hit by a Move. That Move becomes Disabled for the attacker.

Curse

Scene

N/A

Ghost

Status

N/A

1 Target, 8

If the user is a Ghost Type, Curse has a Frequency of Scene, and when used the user loses 1/3rd of their Max Hit Points and a target Pokémon or Trainer within 8 meters of the user becomes Cursed. This Hit Point loss cannot be prevented in any way.

Type Effectiveness

Immune (x0.0)

Normal, Fighting, Ground

Resist (x0.5)

Poison (.25), Bug (.25), Grass, Fairy

Super Effective (x1.5)

Ghost, Psychic, Dark

Overland

6

Swim

4

High Jump

2

Long Jump

2

Power

4

Naturewalk (Forest/Mountain)

Mahina: Female Oranguru

Type: Normal/Psychic

Tutor Points: 4/6

Level 28, 990/1075 EXP

Held Item: Light Clay

HP: 98/98

Injuries: 0

Ability

Usage

Special Effect

Telepathy

At Will, Shift Action, Trigger, Interrupt

Trigger: An ally uses an area-of-effect attack that would hit you Effect: You may Shift to remove yourself from the areaof-effect

Anticipation

At Will, Swift Action

The target reveals if they have any Moves that are Super-Effective against the Pokémon with Anticipation. You may not target a Pokémon or Trainer more than once per encounter with Anticipation. Anticipation only reveals whether the opponent does or does not have those moves, not the specific moves themselves

-

-

-

Patient Nature (+Def, -Atk)

Stat

Base

Added

Value

Hit Points

9

+11

20

Attack

4

+0

5

Defense

10

+11

21

Special Attack

9

+0

9

Special Defense

11

+14

25

Speed

6

+0

6

Skills

Athletics

Acrobatics

Combat

Stealth

Perception

Focus

3d6

3d6

2d6

2d6

4d6

5d6

Edges

Move Sync (2) Mythic Daydream

Items

None

Moves

Name

Freq

AC

Type

Class

Damage

Range

Special Effect

Struggle

At-Will

4

Normal

Physical

DB 4 - 1d8+6

Melee, 1 Target

-

Mythic Daydream

EOT

N/A

Psychic

Status

N/A

Self

Raise Special Attack by 2CS

Psych Up

Scene

N/A

Normal

Status

N/A

6, 1 Target

The user's combat stanges are changed to match the targets

Light Screen

Scene

N/A

Psychic

Status

N/A

Blessing

Blessing – Any user affected by Light Screen may activate it when receiving Special Damage to resist the Damage one step. Light Screen may be activated 2 times, and then disappears.

Reflect

Scene

N/A

Psychic

Status

N/A

Blessing

Blessing – Any user affected by Reflect may activate it when receiving Physical Damage to resist the Damage one step. Reflect may be activated 2 times, and then disappears.

Taunt

EOT

3

Dark

Status

N/A

6, 1 Target, Social

The Target becomes Enraged

Type Effectiveness

Immune (x0.0)

Ghost

Resist (x0.5)

Psychic

Super Effective (x1.5)

Bug, Dark

Overland

5

Swim

4

High Jump

1

Long Jump

1

Power

2

Naturewalk (Wetlands)

Gilled

Fountain

Underdog

Nox: Male Poliwag

Type: Water

Tutor Points: 3/6

Level 26, 820/900 EXP

Held Item:

HP: 87/87

Injuries: 0

Ability

Usage

Special Effect

Water Absorb

Static

The user is immune to the damage and effects of Water-Type attacks, and whenever they are hit with a Water Type attack, they gain a Tick of Hit Points. Defensive.

If the user is afflicted with a Persistent Status Affliction, Façade’s Damage Base is doubled to DB 14 (4d10+15 / 40).

Rest

Scene

N/A

Psychic

Status

N/A

Self

The user is set to their full Hit Point value. The user is cured of any Status ailments. Then, the user falls Asleep. The user cannot make Sleep Checks at the beginning of their turn. They are cured of the Sleep at the end of their turn in 2 rounds.

Type Effectiveness

Immune (x0.0)

Resist (x0.5)

Fire, Ice, Steel, Water

Super Effective (x1.5)

Grass, Electric

Inheritance Moves: Splash (20)

Overland

6

Swim

3

High Jump

1

Long Jump

2

Power

3

Inflatable

Naturewalk (grassland, urban)

Underdog

Magna: Male Wigglytuff

Type: Normal/Fairy

Tutor Points: 3/6

Level 26, 820/900 EXP

Held Item: Luck Incense

HP: 99/99

Injuries: 0

Ability

Usage

Special Effect

Lullaby

Scene

Connection - Sing. Whenever the user uses the Move “Sing”, they may activate this Feature. The user then picks a Pokémon or Trainer being targeted by Sing; Sing automatically hits that target.

All legal Targets fall Asleep. On a miss, Sing instead causes targets to become Slowed and suffer a -2 penalty to their Evasion until the end of the user’s next turn.

Doubleslap

At Will

4

Normal

Physical

Fivestrike Base 2

Melee, 1 Target, Fivestrike

Neural Network

Scene x2

N/A

Psychic

Status

N/A

4, 1 Target

Use the Move the target has used on their last turn. You may choose new targets for the Move. Neural Network cannot miss.

Ice Punch

At Will

2

Ice

Physical

2d8+10

Melee, 1 Target

Freeze on 19+

Rollout

At Will

4

Rock

Physical

1d6+5

Pass

The user continues to use Rollout on each of its turns until they miss any target with Rollout, or are not able to hit any target with Rollout during their turn. Each successive use of Rollout increases Rollout’s Damage Base by +4 to a maximum of DB 15.

The foe which caused the Status Condition is given the same Status they inflicted.

Transporter

Trigger: Zepar uses Teleport or activates teleport capability

Daily x3, Free Action.

Connection – Teleport. You activate Teleporter as if your Teleporter value were three times its normal value or you may take one willing Pokémon or Trainer along with you as you teleport so long as you are touching them when you activate Transporter. You may expend two uses of Transporter at once to choose both effects.

-

-

-

Decisive Nature (+HP, -SpDef)

Stat

Base

Added

Value

Hit Points

5

+15

20

Attack

4

+0

4

Defense

3

+0

3

Special Attack

12

+10

22

Special Defense

5

+0

5

Speed

11

+10

21

Skills

Athletics

Acrobatics

Combat

Stealth

Perception

Focus

2d6

2d6

2d6

2d6

4d6

5d6+4

Edges

Skill Improvement (Focus) - 1 TP

Items

Shadow Ball TM (1)

Moves

Name

Freq

AC

Type

Class

Damage

Range

Special Effect

Struggle

At-Will

4

Normal

Physical

DB 4 - 1d8+6

Melee, 1 Target

-

Telekinetic Struggle

At Will

4

Normal

Special

DB 4 - 1d8+6

5, 1 Target

-

Teleport

At-Will

N/A

Psychic

Status

N/A

Self, Interrupt

The user Teleports up to X meters, where X is its Teleporter Capability. Teleport can be used as an Interrupt at any time. Moves that targeted Teleport’s user continue through the desired target’s space if the Move allows for it as if the user hadn’t been there; single target moves simply miss.

Psybeam

At Will

2

Psychic

Special

Damage Base 9: 2d10+10

6, 1 Target

Psybeam Confuses the target on 19+.

Shadow Ball

EOT

2

Ghost

Special

Damage Base 8: 2d8+10

8, 1 Target

Lowers Special Defense on 17+

Disable

Scene

N/A

Normal

Status

N/A

1 Target, Trigger

Disable may be used as a Free Action that does not take up a Command whenever the user is hit by a Move. That Move becomes Disabled for the attacker.

Energy Ball

EOT

2

Ghost

Special

Damage Base 9: 2d10+10

8, 1 Target

Lowers Special Defense on 17+

Miracle Eye

Scene x2

N/A

Psychic

Status

N/A

Self

Miracle Eye may be activated as a Swift Action on the user’s turn. For the rest of the turn, the user’s Psychic-Type Moves can hit and affect Dark-Type targets, and the user can see through the Illusion Ability, Moves with the Illusion keyword, and effects created by the Illusionist Capability, ignoring all effects from those.